1) Auto-move suicide. I hate it how workers, settlers and missionaries will auto-move and end turn next to a hostile unit which was visible before the move. The auto-move should cancel if the next move goes into hostile "zone-of-control", however a unit should only have its orders auto-cancelled once in a turn, if I give it a new automove it should carry it out, no complaints, since I probably plan to either sacrifice it or send an escort along for it (an option for "always cancel automove", "only for non-combat units" and "never" would be good)
2) Start of turn suicide blues. Related to issue 1, sometimes it's impossible to select a unit at the start of a turn to cancel it's orders before it moves, there needs to at least be an option to always have control at the start of the turn. For this reason I often micro my workers and cancel their jobs at the end of turns, so I can re-order them the next turn and save them from incoming hostiles. It's a lot of micro but it guarantees I don't lose workers. (I only do this in Multiplayer where Workers don't wake up as easily, but if I had an infinite attention span I'd do it a lot more).
Technically "No unit cycling" sort of does what I want, but in a FAR too heavy-handed way, an in-between option is needed. I'm not a crazy perfectionist but I do want the oppurtunity to fix problems that I notice.
3) Lack of visual "hostile zone of control" feedback. It's not obvious when hostile units are marauding through my territory, especially with similar flags Japan/England, Barbarian/German, and Japanese units in general camoflauging the hostile-blips on minimap (it'd be nice if they were permanent, too, or a toggle for the permanent hostile blips).
What I'd like is a dirty great glowing red circle under hostile units that are trespassing in my territory (and a smaller circle under hostile units outside my territory), I'm sick of not noticing entire invasion forces being unloaded on my lands simply because they are so discreet.
4) "Declare war on player Z?": I'd also like to never again see this popup when moving under a neutral/friends unit, if I want to declare war I'll do it formally, thank you very much.
5) Auto-move into fog, the sequel. I hate it when there is a hostile unit in the fog and my auto-moving unit commits suicide on it. Even more evil is with a transport ship which is inadvertently auto-moved "onto" a hostile (usually barbarian) unit or city in black fog, it automatically launches an amphibious assault invariably leading to the death of all aboard. This (the ship behavior) may only happen with stack-attack enabled. It makes using auto-move into black-fog TOO DANGEROUS for ships carrying units. The solution is obvious, if something unforeseeable happens the order should be cancelled, not assumed to be "ATTACK!".
6) Workers building mutually exclusive improvements in a tile. I tell a worker to start a watermill, then accidentally (usually misclick) tell another to start a cottage on the same tile. A lot of work gets undone. 90% of the time I notice though and only lose 1 turn of worker-work. Annoyingly the game will recommend different worker-tasks than ones already underway on the tile (not that I follow the recommendations).
Two solutions: Either have the already-underway improvement be the recommended one (or even more highly recommended, say with a green glowing border for the icon), and/or have it cancel the tasks of the workers whose work will be undone (since if I'm doing this deliberately, I'll have to cancel their orders anyway).
Note some of these may not be issues to those who don't play "speed turns", ie with stack attack, fast moves etc. I imagine switching on slow moves for everything would solve most of my gripes, except the finite attention span one.
2) Start of turn suicide blues. Related to issue 1, sometimes it's impossible to select a unit at the start of a turn to cancel it's orders before it moves, there needs to at least be an option to always have control at the start of the turn. For this reason I often micro my workers and cancel their jobs at the end of turns, so I can re-order them the next turn and save them from incoming hostiles. It's a lot of micro but it guarantees I don't lose workers. (I only do this in Multiplayer where Workers don't wake up as easily, but if I had an infinite attention span I'd do it a lot more).
Technically "No unit cycling" sort of does what I want, but in a FAR too heavy-handed way, an in-between option is needed. I'm not a crazy perfectionist but I do want the oppurtunity to fix problems that I notice.
3) Lack of visual "hostile zone of control" feedback. It's not obvious when hostile units are marauding through my territory, especially with similar flags Japan/England, Barbarian/German, and Japanese units in general camoflauging the hostile-blips on minimap (it'd be nice if they were permanent, too, or a toggle for the permanent hostile blips).
What I'd like is a dirty great glowing red circle under hostile units that are trespassing in my territory (and a smaller circle under hostile units outside my territory), I'm sick of not noticing entire invasion forces being unloaded on my lands simply because they are so discreet.
4) "Declare war on player Z?": I'd also like to never again see this popup when moving under a neutral/friends unit, if I want to declare war I'll do it formally, thank you very much.
5) Auto-move into fog, the sequel. I hate it when there is a hostile unit in the fog and my auto-moving unit commits suicide on it. Even more evil is with a transport ship which is inadvertently auto-moved "onto" a hostile (usually barbarian) unit or city in black fog, it automatically launches an amphibious assault invariably leading to the death of all aboard. This (the ship behavior) may only happen with stack-attack enabled. It makes using auto-move into black-fog TOO DANGEROUS for ships carrying units. The solution is obvious, if something unforeseeable happens the order should be cancelled, not assumed to be "ATTACK!".
6) Workers building mutually exclusive improvements in a tile. I tell a worker to start a watermill, then accidentally (usually misclick) tell another to start a cottage on the same tile. A lot of work gets undone. 90% of the time I notice though and only lose 1 turn of worker-work. Annoyingly the game will recommend different worker-tasks than ones already underway on the tile (not that I follow the recommendations).
Two solutions: Either have the already-underway improvement be the recommended one (or even more highly recommended, say with a green glowing border for the icon), and/or have it cancel the tasks of the workers whose work will be undone (since if I'm doing this deliberately, I'll have to cancel their orders anyway).
Note some of these may not be issues to those who don't play "speed turns", ie with stack attack, fast moves etc. I imagine switching on slow moves for everything would solve most of my gripes, except the finite attention span one.
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